Transcendental casting allows you to use open-ended and freeform casting to alter reality. This can achieve impactful effects in almost any given scene, or during downtime, using system-defined Words to inform the narrative of the magic and Magnitudes to indicate its power.

There are rules and mechanics to make that work as follows

The Basic Process

  • Identify how you wish to change the situation in front of you
  • Apply the Core Word and Support Words that you want to use
  • Apply any other considerations. For example, people around you may give something to your casting or you may own items of power that will assist you.
  • Explain your proposal to your ref or storyteller and receive the Magnitude of your spell. They will tell you whether you need to wait for them to adjudicate or whether you are free to achieve your effect and narrate on your own.

Cast your effect and, whilst awaiting outcome, draw Backlash for the appropriate Magnitude.

Casting Mechanics

Each realm of power has its own style of casting their spells, usually through verbal incantation but sometimes through concentration and flamboyant stance or through ritual.

When casting they must maintain their style for approximately 30 seconds per Magnitude of their spells.

Transcendental Magic requires calm and is difficult to cast in battle, timing for Magnitudes increases to approximately 4 minutes per Mag during combat.

As a good rule of thumb if you can hear battle, properly not dimly, then you are probably classed as being in battle.

Predetermined Spells

When you select your training origin, such as guilds in the Royal Basin, you will be allocated two predetermined spells that belong to that organisation.

They represent a way of using the magic that all graduates from those organisations are taught in their training so as to master their art. 

These exist to allow you to be able to interact with the game without the need for Ref involvement and also as examples of how the words that you start with could work.

They include Standard Magnitude costs although these may change depending on environment and a ref may later ask you for a higher backlash pull.

Each player may also create their own predetermined spells. These are called Signature Spells.

When a player has successfully cast any spell on an event, they may ask the System if it can become a signature spell. We recommend that you have repeated the same effect at least 3 times in your character history, but exceptions can be made if it seems narratively appropriate.

If the request is granted, it will be written up and passed to the player along with a token that clarifies to any ref that they may cast this spell at the guidance Magnitude although, again, that Magnitude may change depending on environment and situation.

Signature spells may be taught to other people.

Signature spells have the added advantage of only needing 2 minutes to cast per Magnitude in combat.

A player may have 3 signature spells “active” per day with an additional “slot” for each point of Aura they have in that realm of magic. 

If that player loses any points of Aura they may choose which signature spell to lose.

They must choose which signature spells to begin the game with each day.

Guidelines of Magnitudes of Power

It is noted that a Magnitude of power for a spell comes in the range of 1-10

A spell is made up of several key components
– Effect – What the spell does
– Range – Over what distance the effect of a spell takes effect
– Duration – How long a spell will last.
– Area – What spatcial area the spell will encompass
– Power – How strong that spell is.

There are also elements which may make spells ‘cheaper’ in terms of effect. E.G.
– Very specific and limited effect (this spell only effects family bonds, one specific emotion)
– Requires the assent of the target (incoming psionic communication)
– Requires setup (must craft a ritual space / sanctify an area etc)


The basic concept of the spell should range between 1 and 5

1 are weak effects that allow you to speak to the dead or grant minor suit bonuses whilst 5 may allow you to slay someone outright.


Always starts at 10-20 feet. Each +1 mag put into this increases as follows:
+1 – 30-40 feet.
+2 – To within a few miles.
+3 – To a place well-known to the caster.
+4 – To within Vaklam.
+5 – Cross-world.


Always starts at one scene for transcendental casting.
+1 MAG – an hour
+2 MAG – a day
+3 MAG – a week
+4 MAG – a year
+5 MAG – unless something actively stops it


Casting or SPELL MAGS are now how you control magic, this is the 1-10 that is discussed above.

They define your ability to pull magic into yourself through your trained techniques and represent it into the world as an extension of your essence, specifically that part of your essence to which that flavour of magic is attuned.

Certain effects you may learn or gain access to as you advance your spellcasting allow you to cast beyond magnitude 10. However, it is important to note that spells cannot become more ‘effective’ than magnitude 10. Any further magnitudes are only taken into effect for the purposes of overcoming other resistance to the magic. For example

– Dave the protective caster has a 10 MAG effect that he knows protects everyone from a 10 MAG death spell that kills over an area
– He sees Bendimus Prime coming who he knows can cast that death spell and casts his protection at MAG 20!! 
– Bendimus Prime now needs to get to 21 to overcome Dave’s protections.

Can I push my limits?

Yes, to a degree – the rule of thumb is as follows, although this is at your ref’s discretion.

Casters are able to push beyond their standard level of magnitudes to a small degree, at a greater personal cost. You may increase the MAG that you are casting by +1 or +2 but you are drawing backlash at a +2 or +4 MAG respectively.

For example, a caster at Tier 1 who is only capable of casting at MAG 1 can “push beyond” to cast at MAG 2, but would then draw a backlash at MAG 3.

Further, if you “push beyond”, you cannot use the defiance skill to mitigate the backlash result, unless you have the sovereign casting skill. You may make a standard backlash check, however.

Collaborative Casting

As the flow of magic has changed in the world, it has become easier for casters to blend their power with each other, whether they are utilising the same power or others to achieve larger and more interesting effects.

The first (and most important) element to this ability is knowing the character you are attempting to work with. As you learn their idiosyncratic styles, your character will learn how to match and compliment their style of casting.

This is far easier with characters who have similar styles of magic. The more similarities that the characters have, the easier it is to blend. For instance, a Sourcerer working with a Psionicist is going to require much more concentration and effort than two Psionicists working together. Two Psionicists who both follow the same Way will work even more closely together, and so on. This is called Familiarity.

It is also important to recognise that the rigidity and structure of casting varies between types of magic, making some types of magic more compatible with each other than others. Let’s take a look.


Sourcerors are the most rigid casters and are least able to match their power together in complementary style. They must chain their power together and funnel it all through a central point. Sourcerors involved in collaborative casting are best suited to leading and extremely poor at giving up their strength.


Preachers are able to work well together and with other forms of magic, so long as belief is present in all those who contribute to the casting.


Psionicists work smoothly together, though doing so is an incredibly vulnerable experience as it involves allowing all Psionicists present in the Circle to look inside the minds of each other. Though Psionicists may lend their power to other casters, bolstering them, they cannot act as a conduit to other forms of power as their power is entirely internal.


Weavers build naturally and collaboratively upon all forms of casting and with each other but are poorly suited to Sovereign casting as their power is built from the strength of the stories of others and only rarely their own.


Ritualists are the easiest possible casters to act as both the lead and the support in any collaborative casting effort. If other casters are willing to give it to them, the Gillieabad will take, shape and form any power towards greater purpose.

Finally, the time spent in Collaborative Casting is an important factor. The longer a group works together for the same objective and goal, the greater the likelihood of success.

The above stand as your roleplaying guidelines for Collaborative Casting, and any mechanical effects will be given by your ref team.